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When moving the "camera" should one move the projection matrix or move the world?

If your aim is to see how things look relative to a camera perhaps you could think of it like splitting the task into two steps, first being computing how things are positioned relative to it and its ...
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When moving the "camera" should one move the projection matrix or move the world?

You move the world because there is no camera. The camera is a useful analogy in tutorials, but it's important to understand that an analogy is all that it is: it doesn't actually exist in any 3D API. ...
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When moving the "camera" should one move the projection matrix or move the world?

First, the matrix in question is the "view matrix," which yields the scene coordinates relative to the camera. The "projection matrix" is responsible for the actual warping of the ...
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How to do local mirroing of object from the camera point of view?

A solution to this is to precalculate on CPU DepthMin and DepthMax for the object in a constant buffer. I was already using it for sorting the object back to front for some needs. Then apply some ...
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Unity, hold down right mouse button to turn the camera

An even better solution IMO would be to use transform.Rotate: tf.Rotate(0f, Input.GetAxis("Mouse X") * speed, 0f);
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